Nov 27, 2018 at 7:44 PM
Join Date: Jul 12, 2017
Location: <3
Posts: 204
Age: 20
Pronouns: she/her
--This does not represent who I am as a modder now; So I'm removing the download for good.--
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Firstly, I'll just ask: What is the meaning behind these "Spike Hell" mods?
Yes, sure, difficulty; it's supposedly made to make people suffer, yada yada yada... Well, crud. It's doing exactly what it says. Is that what you want to see? Personally, if I wanted to play a rage-inducing super-difficult platformer game, I'd go to the I Wanna Be the Guy fanbase and play some "I Wanna Be the Boshi". Or, heck, "I Wanna Kill the Kamilia 2". These games, fully intended to be (almost) unbeatable, are directed to the community that is ready to play them.
Cave Story? No, no, definitely not. Didn't Project Insanity and True Hell gain infamy because of their outrageous difficulty? And no, you can't say that you included more savepoints than before, it doesn't change the fact that it's all about avoiding spikes. Granted, I can see where it has improved. The death duration is shortened. More savepoints. No enemies. Not as punishing level design as the previous mods. Yet I am still avoiding instadeath at almost every corner. That's all I'm doing. Here are some highlights:
To be fair, I never said these mods shouldn't exist.If this is exactly what you're trying to pursue here, then more power to you.
oh jeez yeah i think now rereading my post it was a bit harsh yeahThis was unjustly harsh, wasn't it.
This "review" was written somewhere at 6 AM by my time, after I just spent around 2 hours completing this mod. Perhaps the anger got into me? I take all responsibility for any misunderstandings caused. Also, I take back everything I said about True Hell and Project Insanity; these were complete lies I somehow fabricated.
Also, to CyberSoup:
To be fair, I never said these mods shouldn't exist.
NOW, I'll try to judge this mod by what it's actually supposed to do, instead of asking why a whole "Spike Hell" genre exists. That was highly unnecessary, I apologise for doing that.
True Hell 2 has actually improved by a lot since the other mods. Let me say that again: there are definitely more savepoints; there are no chaotic factors (well, almost, I'll get to that one later), the level design is generally less punishing (though I don't know if this is a good thing or not), there's nothing unexpected, and the duration of respawning has shortened to a mere two seconds. Mechanically, this is what a good "Spike Hell" mod is, and True Hell 2 is a lot more fair than the mods before. I don't know how I failed to appreciate that at the time when I wrote the first post, but I do now.
There are some weak points in this mod, though:
1) Referring to my second .gif, Hell B2 section still exists, and it's still full of falling blocks. This is a huge random factor in an otherwise fair mod, i.e. the player can get sniped at any point in this section. To be fair, I don't know how to "fix" B2 so that the blocks always fall in some specific arrangement, but still.
2) There's some disbalance in difficulty between the beginning and the later sections. I fully expected there to be even harder sections after I went through, well, what I just showed in the screenshots, but it turned out to be a couple of calculated jumps and fan sections. Though, perhaps it's just me and I'm good at those kind of jumps, or something. Maybe it's intentional?
Whew. This post is completely different from the previous. Just... ignore that one, I wrote nothing constructive in it.
I expect that there'll be original level design in the next updates? So far, it's going in the right direction, so keep up the good work.